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By the end of this week I’ll know for sure if I’ll be at EVO. I already registered back in April and hotel/housing probably won’t be an issue. Can’t wait to get crazy before/after the tournament.
On that note, I’ll probably only be able to do two or three real strategy posts before then… got to practice, and there’s a tourney in New York the weekend before. And of course my birthday is coming up so that is mandatory party day. But, I’ll definitely take requests for strategy posts, as long as it isn’t “tell me all your Litchi tricks!” or something. Gotta save that shit for nationals, lol.
I’ll try to cover what goes on at the tourney on twitter, so if you don’t already, follow me on twitter at twitter.com/LordKnightBB.
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Today I’m going to cover some Tao mixups.
Tao’s basic high/low game is rather weak. Where she excels, however, is extremely varied pressure. To start, get used to using partly charged (very slight charge) 5C. You’ll get a good amount of counter hits using it after a dash 5B.
Tao is best at using throw reject miss. The basic premise of this is to make it appear as if you were going to throw, then doing something to either keep them in blockstun, or make the throw whiff.
The basic setup would be to dash up > 2D > jC. As long as they don’t OS tech, their throw whill whiff. Pick up the CH and go for it. Alternatively doing dash 2aa > purple throw will also work. Vary it by throwing in some green throws to keep them on their toes.
Next, some airthrow setups.
Tao gets her air options back after an airthrow is broken. There’s a bunch of ways to keep the opponent down.
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A-cho from June 6th. Izayoi Matoi Taokaka, Tsukasa Lambda, and Kiriya Bang are all here.
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This time, combo theory!
There are a couple of main combo routes:
————
8D loop:
8D loop ender:
Confirm route:
Non 8D loop route:
AB2 route:
Easy route:
Ground route:
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The most important thing you need a strong neutral game to be successful. Without understanding her neutral game, you’ll be flailing around the screen and taking unneeded damage. Tao is tied for the lowest health in the game (9500 HP) - so you have to be cautious.
Biggest change in CS2 is her j5D. It is much shorter than in CS1. Your horizontal mobility using just j5D is much more limited than before - thus you have to compensate with other forms of movement.
The second biggest change from CS1 to CS2 is how much hitstop her drives have. This is very good or her - it means that it’s much easier to time drive cancels, which you’ll need for neutral. It also makes combos waaaaay easier than before.
Now, Taokaka is a movement based character, so in the end you must understand her movement.
So, everyones movement will probably be varied somewhat. Go to options would be:
Aerials:
Next time I’ll cover combo theory and mixup. If you have any questions, just ask!
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New version of BB, new format for my page!
CS2 has been good so far. I more or less dropped Ragna and Jin (at least for now). I have to be honest and say I don’t really like the way Platinum looks, but she’s so fun to play, and I’ll be doing a lot of work with her and posts about her.
Platinum is really two-faced. Once you hit them, combos are easy. Actually playing her requires varied play and awareness of what normals and items you have at your disposal. She’s able to handle pretty much all of her matches thanks to the wide variety of tools she has.
Tao is so easy now, I was pretty surprised. Drives have increased hitstop so it’s very easy. 8D loop can be done like 6 times off most hits, but I just do it 3 times, damage is only a couple of hundred times less.
Nerf to j5D is very fair (though a bit sad). Nerf to IB is great for Tao’s pressure. I like her oki route combos and airthrow setups.d
Hazama is so boring to play, but the combos are fun… pressure stuff is different but kind of fun. Huuuuuge damage with 50 meter, no joke. I’d actually wouldn’t think of him as “strong” if it wasn’t for Jayoku combos.
And finally, Litchi. I really like some of the buffs they gave her staffless. 2B > 5B is great for when the staff is returning. 2C > 5C was something I wanted for a loooooooooooong time in CS1.
Downside is her damage (staff) midscreen is ultra low. At the start I had no idea how to punish people for mashing (in CS1 not only is it simple, but it leads into huge damage and corner, really enforcing people to either play smart or lose). Thankfully I got that stuff sorted out, and I’ll still be playing her throughout CS2.
What I do like is that there will be more exploration into Litchi as a character, as there are a lot of situations that come up in CS2 that have never come up in CS1 (Tsubame knockdown midscreen, 3C knockdown midscreen, etc).
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2nd half of the FINAL, SERIOUS BUSINESS FIRST TO 10 wins between myself and the #1 US Makoto (brokoto?) OmniScythe.
CS2’s coming this week, so it’s a good way to say goodbye.
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